How would you balance a shield that when attuned gives proficiency in wearing shields? My current ideas are:
-5ft/-10ft Speed
-Disadvantage in Dex Saving throws and checks
-only one +1AC
Backstory:
I'm a relatively new DM for my playgroup and I love creating items I can hand out to them.
My current issue is that my now level 3 sorcerer originally wanted to do a close range build. He heavily invested in strength but found out that he would go down too fast. Now I really want him to be able to go in somewhat and maybe kite out afterwards. I suggested multi-classing in Paladin but as we're all new I think that might be a too much for now as well as he might feel like falling behind later on. I thought about giving him the ability to wear a shield but this might be too strong to just give it without a drawback (I'm relatively stingy with handouts because i want them to feel like they deserved them and when they mostly have a big drawback as well.) What would be a good drawback or how could i balance it without him being too overpowered? Thanks in advance for any advice Yours truly
I dont understand the dnd beyond link. Do you mean he needs to use a full action to equip the shield in a fight or just having him straight up have it and he only needs his free action?
I think the former is a bit harsh as there is shield of faith only costing a bonus action for +2 AC and the latter seems a bit too free.
Don/doff a shield is an action as per RAW. By default, shield wielders are already wearing the shield when a fight begins (at least in my games), so it doesn't as much unless you want to be constantly switch between weapons.
I've seen some homebrew shields that are bonus action don/doff, but they only give +1 AC or something similar.
I know it's not what you asked but why is the player trying to play a squishy spellcaster as an upclose build in the first place? Seems to be totally missing out on what a sorcerer is designed for and really hampering themselves considering they'd have disadvantage on a load of spells if they get too close. What were they even expecting a high STR score to do on a CHA based spell caster who is never supposed to be in melee range? I suspect if they've been investing in STR a lot then they're probably under powered in the stats that a spellcaster would actually benefit from.
It sounds like rather than you try to give them items to fix a broken build they'd be better off switching to a class designed for how they actually wanted to play.
If everyone is new, adding things not in the rule generally ends bad. Having a shield inhibits the ability to cast spells.
Probably the best thing to do is sit down with the player. Find out does he want to be a sorcerer or a fighter? Then you can plan your next move.
As everyone is new. and they have tried out their characters for a couple of levels, let everyone reset if they want. The sorcerer guy, let him re align his ability scores. Let a player start a new character equal in levels as everyone else if they want.
Well too late for not adding new things. I've already implemented a few homebrewn mechanics into the campaign after testing them with my group and finding them quite fun.
I say we are quite new but I would not consider most of us as casuals. At least half is pretty decent with the rules and comfortable calling out things they find overpowered and spotting mistake I do in the heat of battle. (I encourage them to do so)
Back to sorcerer guy I don't think he would like to reroll his character. He is also the type who wants to stick with his decision of having invested into strength. So I'm trying to find a compromise. My ultimate goal is for my group to have a fun experience which feels challenging but also rewarding.
I really like the idea of having the shield as I find it quite humorous. (The name roughly translates to shield for dummies and it has a little note on the backside saying "If you can read this you're probably holding it right")
I really want to give him the shield as he is one of the people who doesn't play optimally and I just want to give the shield a "fix" which feels harsh but is still acceptable. Currently I'm tending towards the -10ft movement. I just don't know how I would handle the don/doff of the shield and/or weapon when he is casting. This might turn out as a tedious mechanic.
If someone wants to play a melee sorcerer, perhaps what they are really looking for is a bladesinger, warlock, or eldritch knight.
Can someone play a melee sorcerer... sure... just like a mouse can decide to charge at a hungry cat - it just doesn't usually end well. Sorcerers have the lowest hit die type in the game (for PCs), and most of their spells are better at range. If they get grappled, unless they have misty step or some equivalent, they would be in real trouble - and being in melee doesn't bode well for any spell that requires concentration.
If they are looking for a spellcaster that regularly enters melee, perhaps they should play one that is designed for that purpose. That's why I suggest Bladesinger. Warlocks also work, and if they want a shield (though the shield spell is better), just play an Eldritch Knight.
I don't think you need to impose that many disadvantages on your shield, or any at all. It's a magic item, and he can pull it off a mini boss corpse or something. magic items are meant to be useful and more powerful than base variants, so it should be fine to just let him attune and get proficiency whilst attuned.
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He doesn't have much besides the skin on his bones. Me: I'll take the skin on his bones, then.
"You see a gigantic, monstrous praying mantis burst from out of the ground. It sprays a stream of acid from it's mouth at one soldier, dissolving him instantly, then it turns and chomps another soldier in half with it's- "
For a shield that grants Shield proficiency the "draw back" I would have is that it cannot be used if the character is also wearing any armour other than Mage Armour.
That said, if this sorcerer player is building around using a melee weapon, they are going to have much much bigger issues as the party increases in level. In the early levels the main problem for him will be survivability, but once the party hits level 5, he's also going to have damage issues due to only having 1 attack vs the martials in the party having 2 attacks. He'll basically need to Quicken cast Haste on himself as his first thing in every combat, and if he loses concentration he's pretty screwed.
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Heya,
How would you balance a shield that when attuned gives proficiency in wearing shields?
My current ideas are:
-5ft/-10ft Speed
-Disadvantage in Dex Saving throws and checks
-only one +1AC
Backstory:
I'm a relatively new DM for my playgroup and I love creating items I can hand out to them.
My current issue is that my now level 3 sorcerer originally wanted to do a close range build. He heavily invested in strength but found out that he would go down too fast. Now I really want him to be able to go in somewhat and maybe kite out afterwards. I suggested multi-classing in Paladin but as we're all new I think that might be a too much for now as well as he might feel like falling behind later on. I thought about giving him the ability to wear a shield but this might be too strong to just give it without a drawback (I'm relatively stingy with handouts because i want them to feel like they deserved them and when they mostly have a big drawback as well.)
What would be a good drawback or how could i balance it without him being too overpowered?
Thanks in advance for any advice
Yours truly
I think just straight up giving the shield is fine.
+2 AC is not that much and if he wants to go in as a sorcerer let him.
I personally just go by the rule of cool. If it sounds and feels cool I just give them what they want. It's a game to have fun with.
https://www.dndbeyond.com/magic-items/11260513-shield-of-proficiency
made this for you not as much of a debuff
should be useful
@naylortristan79
I dont understand the dnd beyond link. Do you mean he needs to use a full action to equip the shield in a fight or just having him straight up have it and he only needs his free action?
I think the former is a bit harsh as there is shield of faith only costing a bonus action for +2 AC and the latter seems a bit too free.
Thanks in advande
Don/doff a shield is an action as per RAW. By default, shield wielders are already wearing the shield when a fight begins (at least in my games), so it doesn't as much unless you want to be constantly switch between weapons.
I've seen some homebrew shields that are bonus action don/doff, but they only give +1 AC or something similar.
I know it's not what you asked but why is the player trying to play a squishy spellcaster as an upclose build in the first place? Seems to be totally missing out on what a sorcerer is designed for and really hampering themselves considering they'd have disadvantage on a load of spells if they get too close. What were they even expecting a high STR score to do on a CHA based spell caster who is never supposed to be in melee range? I suspect if they've been investing in STR a lot then they're probably under powered in the stats that a spellcaster would actually benefit from.
It sounds like rather than you try to give them items to fix a broken build they'd be better off switching to a class designed for how they actually wanted to play.
If everyone is new, adding things not in the rule generally ends bad. Having a shield inhibits the ability to cast spells.
Probably the best thing to do is sit down with the player. Find out does he want to be a sorcerer or a fighter? Then you can plan your next move.
As everyone is new. and they have tried out their characters for a couple of levels, let everyone reset if they want. The sorcerer guy, let him re align his ability scores. Let a player start a new character equal in levels as everyone else if they want.
https://www.dndbeyond.com/magic-items/11260583-shield-of-proficiency-v2 it also allows you to cast spells. The rules about equipping are only needed if it isn’t equipped at the start of combat. Also updated version
Well too late for not adding new things. I've already implemented a few homebrewn mechanics into the campaign after testing them with my group and finding them quite fun.
I say we are quite new but I would not consider most of us as casuals. At least half is pretty decent with the rules and comfortable calling out things they find overpowered and spotting mistake I do in the heat of battle. (I encourage them to do so)
Back to sorcerer guy I don't think he would like to reroll his character. He is also the type who wants to stick with his decision of having invested into strength. So I'm trying to find a compromise. My ultimate goal is for my group to have a fun experience which feels challenging but also rewarding.
I really like the idea of having the shield as I find it quite humorous.
(The name roughly translates to shield for dummies and it has a little note on the backside saying "If you can read this you're probably holding it right")
I really want to give him the shield as he is one of the people who doesn't play optimally and I just want to give the shield a "fix" which feels harsh but is still acceptable. Currently I'm tending towards the -10ft movement. I just don't know how I would handle the don/doff of the shield and/or weapon when he is casting. This might turn out as a tedious mechanic.
Skip don off don on as you are the Dm
If someone wants to play a melee sorcerer, perhaps what they are really looking for is a bladesinger, warlock, or eldritch knight.
Can someone play a melee sorcerer... sure... just like a mouse can decide to charge at a hungry cat - it just doesn't usually end well. Sorcerers have the lowest hit die type in the game (for PCs), and most of their spells are better at range. If they get grappled, unless they have misty step or some equivalent, they would be in real trouble - and being in melee doesn't bode well for any spell that requires concentration.
If they are looking for a spellcaster that regularly enters melee, perhaps they should play one that is designed for that purpose. That's why I suggest Bladesinger. Warlocks also work, and if they want a shield (though the shield spell is better), just play an Eldritch Knight.
Playing D&D since 1982
Have played every version of the game since Basic (original Red Box Set), except that abomination sometimes called 4e.
I don't think you need to impose that many disadvantages on your shield, or any at all. It's a magic item, and he can pull it off a mini boss corpse or something. magic items are meant to be useful and more powerful than base variants, so it should be fine to just let him attune and get proficiency whilst attuned.
He doesn't have much besides the skin on his bones. Me: I'll take the skin on his bones, then.
"You see a gigantic, monstrous praying mantis burst from out of the ground. It sprays a stream of acid from it's mouth at one soldier, dissolving him instantly, then it turns and chomps another soldier in half with it's- "
"When are we gonna take a snack break?"
For a shield that grants Shield proficiency the "draw back" I would have is that it cannot be used if the character is also wearing any armour other than Mage Armour.
That said, if this sorcerer player is building around using a melee weapon, they are going to have much much bigger issues as the party increases in level. In the early levels the main problem for him will be survivability, but once the party hits level 5, he's also going to have damage issues due to only having 1 attack vs the martials in the party having 2 attacks. He'll basically need to Quicken cast Haste on himself as his first thing in every combat, and if he loses concentration he's pretty screwed.